Devoted seekers of a goal that may never be achieved in their lifetime - whether recovery of a fabled artefact, restoration of a lost kingdom, or to embody a set of ideals- paladins who swear the Oath of the Quest are faithful and hopeful figures. They strive to be the best kind of champions, and their inner strength and grace shine through to inspire others. Good-aligned paladins of this oath are true champions of humility and mercy, while evil-aligned paladins of this oath (although rare) are driven and inspiring figures.
Tenets of the Oath of the Quest Restless devotion. You must seek the goal of your quest without relent or distraction. Seeking the object of your quest if the highest responsibility. Forsake worldly possessions to accomplish this goal if you must. Franchise. Your carriage shows what others could be if they strove hard enough. Commoners should look up to you, contemporaries should emulate you, and lords should wish for servants as faithful as you. Chivalry. Defend those who cannot defend themselves. Stand as a beacon of hope and prowess. Be loyal to your oath, and your fealty. Faith. You must keep and demonstrate your faith unwaveringly. Your commitment provides an example to others, even when they challenge it. Oath Spells Paladin level 3rd: Hunter's mark, shield of faith. Paladin level 5th: Locate object, warding bond. Paladin level 9th: Beacon of hope, crusader's mantle. Paladin level 13th: Aura of purity, freedom of movement. Paladin level 17th: Commune, dispel evil and good. Channel Divinity You gain the following two features, either of which can be activated with your Channel Divinity. Overcome Adversity. As an action, you focus on your quest and power through an effect that torments you. You cast lesser restoration on yourself. From 15th level, you cast greater restoration instead. Sacred Weapon. As an action, you can imbue one weapon that you are holding with positive energy using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (to a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration. You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or you fall unconscious, this effect ends. Aura of Warding From 7th level, from grace shields you and others around you from harm caused by the cowardly attacks of others. You and creatures within 10 feet have resistance to damage from ranged weapons and ranged spell attcks. Purity of Spirit Beginning at 15th level, you are always under the effect of a protection fom evil and good spell. Glorious Icon When you reach 20th level, your inner grace shines through at all times. You can use your Channel Divinity twice between each short rest. You also gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. Once on each of your turns, you can add your Charisma modifier (with a minimum bonus of +1) to either an attack or damage roll you make. You can choose to add this after the roll, but before the GM declares a success or failure. Comments are closed.
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AuthorI'm Luke. He/him pronouns. Archives
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